[sldev] Why does the simulator do object culling for clients?
Dale Glass
dale at daleglass.net
Wed Jul 18 10:24:40 PDT 2007
On Thu, Jul 19, 2007 at 01:38:02AM +1000, Tateru Nino wrote:
> Considering the amount of ghosting we generally see (due to lost
> ObjectKill packets), I'm wondering if it isn't a good idea for the
> viewer to be able to periodically poll 'stale' objects (ones that have
> had no Update for a while) just to verify that they're still present.
> Having avatars and objects that have long since gone hang around in your
> viewer for an hour or two - that can be a little odd, or even unsettling
> at times.
That sounds like a hack.
ObjectKill is sent over UDP, I suppose? I haven't looked at networking
code much yet. But if so, polling isn't the right way to do it, the
problem is that the message should be reliable and isn't. So move it to
TCP, ensuring it's always delivered. Then so long the sim and viewer
aren't buggy that should be all that's needed.
Imagine the amount of extra bandwidth needed for periodically checking
all the objects you can see if you set draw distance to 512M.
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